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authorRalph Minderhoud <ralphminderhoud@gmail.com>2017-09-15 15:32:02 -0500
committerRalph Minderhoud <ralphminderhoud@gmail.com>2017-09-16 07:51:38 -0500
commitef0671763e834de77910a704163a62f2ec6c6ec4 (patch)
tree0953a74b2753b851ccf4fdd3aa4b8ef9493ed326 /doc/classes/EditorImportPlugin.xml
parent25f742cc3d68693c51fbe84ce7bb633f4bb1ae04 (diff)
Added EditorImportPlugin class ref docs
Diffstat (limited to 'doc/classes/EditorImportPlugin.xml')
-rw-r--r--doc/classes/EditorImportPlugin.xml54
1 files changed, 54 insertions, 0 deletions
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 0ced30bda6..05319e926c 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -1,8 +1,54 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorImportPlugin" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ Registers a custom resource importer in the editor. Use the class to parse any file and import it as a new resource type.
</brief_description>
<description>
+ EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
+
+ EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extension] and [method get_resource_type]). They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory.
+
+
+ Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
+ [codeblock]
+ tool
+ extends EditorImportPlugin
+
+ func get_importer_name():
+ return "my.special.plugin"
+
+ func get_visible_name():
+ return "Special Mesh Importer"
+
+ func get_recognized_extensions():
+ return ["special", "spec"]
+
+ func get_save_extension():
+ return "mesh"
+
+ func get_resource_type():
+ return "Mesh"
+
+ func get_preset_count():
+ return 1
+
+ func get_preset_name(i):
+ return "Default"
+
+ func get_import_optons(i):
+ return [{"name": "my_option", "default_value": false}]
+
+ func load(src, dst, opts, r_platform_variants, r_gen_files):
+ var f = File.new()
+ if f.open(src, File.READ) != OK:
+ return FAILED
+
+ var mesh = Mesh.new()
+
+ var save = dst + "." + get_save_extension()
+ ResourceSaver.save(file, mesh)
+ return OK
+ [/codeblock]
</description>
<tutorials>
</tutorials>
@@ -15,12 +61,14 @@
<argument index="0" name="preset" type="int">
</argument>
<description>
+ Get the options and default values for the preset at this index. Returns an Array of Dictionaries with the following keys: "name", "default_value", "property_hint" (optional), "hint_string" (optional), "usage" (optional).
</description>
</method>
<method name="get_importer_name" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Get the unique name of the importer.
</description>
</method>
<method name="get_option_visibility" qualifiers="virtual">
@@ -37,6 +85,7 @@
<return type="int">
</return>
<description>
+ Get the number of initial presets defined by the plugin. Use [method get_import_options] to get the default options for the preset and [method get_preset_name] to get the name of the preset.
</description>
</method>
<method name="get_preset_name" qualifiers="virtual">
@@ -45,30 +94,35 @@
<argument index="0" name="preset" type="int">
</argument>
<description>
+ Get the name of the options preset at this index.
</description>
</method>
<method name="get_recognized_extensions" qualifiers="virtual">
<return type="Array">
</return>
<description>
+ Get the list of file extensions to associate with this loader (case insensitive). e.g. ["obj"].
</description>
</method>
<method name="get_resource_type" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Get the godot resource type associated with this loader. e.g. "Mesh" or "Animation".
</description>
</method>
<method name="get_save_extension" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Get the extension used to save this resource in the [code].import[/code] directory.
</description>
</method>
<method name="get_visible_name" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Get the name to display in the import window.
</description>
</method>
<method name="import" qualifiers="virtual">